reduced a few ifdefs, fixed an unused warning if built w/o SDL_HAVE_YUV.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67
diff --git a/src/render/direct3d/SDL_render_d3d.c b/src/render/direct3d/SDL_render_d3d.c
index 2bc61d6..b267fb2 100644
--- a/src/render/direct3d/SDL_render_d3d.c
+++ b/src/render/direct3d/SDL_render_d3d.c
@@ -670,10 +670,9 @@ D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
(void *) ((Uint8 *) texturedata->pixels + rect->y * texturedata->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = texturedata->pitch;
- } else {
-#else
- {
+ } else
#endif
+ {
RECT d3drect;
D3DLOCKED_RECT locked;
HRESULT result;
@@ -992,8 +991,10 @@ SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
const SDL_BlendMode blend = cmd->data.draw.blend;
if (texture != data->drawstate.texture) {
+#if SDL_HAVE_YUV
D3D_TextureData *oldtexturedata = data->drawstate.texture ? (D3D_TextureData *) data->drawstate.texture->driverdata : NULL;
D3D_TextureData *newtexturedata = texture ? (D3D_TextureData *) texture->driverdata : NULL;
+#endif
LPDIRECT3DPIXELSHADER9 shader = NULL;
/* disable any enabled textures we aren't going to use, let SetupTextureState() do the rest. */
diff --git a/src/render/metal/SDL_render_metal.m b/src/render/metal/SDL_render_metal.m
index cd6ab69..4e51a6d 100644
--- a/src/render/metal/SDL_render_metal.m
+++ b/src/render/metal/SDL_render_metal.m
@@ -606,7 +606,7 @@ METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
mtltexdesc.usage = MTLTextureUsageShaderRead;
}
}
-
+
id<MTLTexture> mtltexture = [data.mtldevice newTextureWithDescriptor:mtltexdesc];
if (mtltexture == nil) {
return SDL_SetError("Texture allocation failed");
@@ -657,10 +657,9 @@ METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
texturedata.fragmentFunction = SDL_METAL_FRAGMENT_NV12;
} else if (texture->format == SDL_PIXELFORMAT_NV21) {
texturedata.fragmentFunction = SDL_METAL_FRAGMENT_NV21;
- } else {
-#else
+ } else
+#endif
{
-#endif /* SDL_HAVE_YUV*/
texturedata.fragmentFunction = SDL_METAL_FRAGMENT_COPY;
}
#if SDL_HAVE_YUV
@@ -903,10 +902,9 @@ METAL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
#if SDL_HAVE_YUV
if (texturedata.yuv || texturedata.nv12) {
buffersize = ((*pitch) * rect->h) + (2 * (*pitch + 1) / 2) * ((rect->h + 1) / 2);
- } else {
-#else
- {
+ } else
#endif
+ {
buffersize = (*pitch) * rect->h;
}